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@ -294,7 +294,7 @@ Renderer::Renderer()
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CalculateTargetSize(SupersampleCoeficient);
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// Make sure to use valid texture sizes
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D3D::FixTextureSize(s_Fulltarget_width, s_Fulltarget_height);
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D3D::FixTextureSize(s_target_width, s_target_height);
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s_bLastFrameDumped = false;
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s_bAVIDumping = false;
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@ -323,8 +323,8 @@ Renderer::Renderer()
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D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
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D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
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vp.X = TargetStrideX();
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vp.Y = TargetStrideY();
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vp.X = 0;
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vp.Y = 0;
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vp.Width = s_target_width;
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vp.Height = s_target_height;
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D3D::dev->SetViewport(&vp);
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@ -356,10 +356,10 @@ void Renderer::RenderText(const char *text, int left, int top, u32 color)
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TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
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{
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TargetRectangle result;
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result.left = EFBToScaledX(rc.left) + TargetStrideX();
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result.top = EFBToScaledY(rc.top) + TargetStrideY();
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result.right = EFBToScaledX(rc.right) + TargetStrideX();
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result.bottom = EFBToScaledY(rc.bottom) + TargetStrideY();
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result.left = EFBToScaledX(rc.left);
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result.top = EFBToScaledY(rc.top);
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result.right = EFBToScaledX(rc.right);
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result.bottom = EFBToScaledY(rc.bottom);
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return result;
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}
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@ -454,10 +454,10 @@ bool Renderer::SetScissorRect()
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rc.top = temp;
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}
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rc.left = EFBToScaledX(rc.left) + TargetStrideX();
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rc.top = EFBToScaledY(rc.top) + TargetStrideY();
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rc.right = EFBToScaledX(rc.right) + TargetStrideX();
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rc.bottom = EFBToScaledY(rc.bottom) + TargetStrideY();
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rc.left = EFBToScaledX(rc.left);
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rc.top = EFBToScaledY(rc.top);
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rc.right = EFBToScaledX(rc.right);
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rc.bottom = EFBToScaledY(rc.bottom);
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// Check that the coordinates are good
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if (rc.right != rc.left && rc.bottom != rc.top)
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@ -468,10 +468,10 @@ bool Renderer::SetScissorRect()
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else
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{
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//WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
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rc.left = TargetStrideX();
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rc.top = TargetStrideY();
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rc.right = TargetStrideX() + s_target_width;
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rc.bottom = TargetStrideY() + s_target_height;
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rc.left = 0;
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rc.top = 0;
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rc.right = s_target_width;
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rc.bottom = s_target_height;
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D3D::dev->SetScissorRect(rc.AsRECT());
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}
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return false;
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@ -606,8 +606,8 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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D3D::drawShadedTexQuad(
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read_texture,
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&RectToLock,
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Renderer::GetFullTargetWidth(),
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Renderer::GetFullTargetHeight(),
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Renderer::GetTargetWidth(),
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Renderer::GetTargetHeight(),
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4, 4,
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PixelShaderCache::GetDepthMatrixProgram(0, bformat != FOURCC_RAWZ),
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VertexShaderCache::GetSimpleVertexShader(0));
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@ -680,18 +680,40 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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{
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// TODO: Speed this up by batching pokes?
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ResetAPIState();
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D3D::drawColorQuad(GetFullTargetWidth(), GetFullTargetHeight(), poke_data,
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(float)RectToLock.left * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
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- (float)RectToLock.top * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f,
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(float)RectToLock.right * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
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- (float)RectToLock.bottom * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f);
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D3D::drawColorQuad(GetTargetWidth(), GetTargetHeight(), poke_data,
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(float)RectToLock.left * 2.f / (float)Renderer::GetTargetWidth() - 1.f,
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- (float)RectToLock.top * 2.f / (float)Renderer::GetTargetHeight() + 1.f,
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(float)RectToLock.right * 2.f / (float)Renderer::GetTargetWidth() - 1.f,
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- (float)RectToLock.bottom * 2.f / (float)Renderer::GetTargetHeight() + 1.f);
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RestoreAPIState();
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return 0;
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}
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}
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// Viewport correction:
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// Say you want a viewport at (ix, iy) with size (iw, ih),
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// but your viewport must be clamped at (ax, ay) with size (aw, ah).
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// Just multiply the projection matrix with the following to get the same
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// effect:
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// [ (iw/aw) 0 0 ((iw - 2*(ax-ix)) / aw - 1) ]
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// [ 0 (ih/ah) 0 ((-ih + 2*(ay-iy)) / ah + 1) ]
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// [ 0 0 1 0 ]
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// [ 0 0 0 1 ]
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static void ViewportCorrectionMatrix(Matrix44& result,
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float ix, float iy, float iw, float ih, // Intended viewport (x, y, width, height)
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float ax, float ay, float aw, float ah) // Actual viewport (x, y, width, height)
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{
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Matrix44::LoadIdentity(result);
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if (aw == 0.f || ah == 0.f)
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return;
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result.data[4*0+0] = iw / aw;
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result.data[4*0+3] = (iw - 2.f * (ax - ix)) / aw - 1.f;
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result.data[4*1+1] = ih / ah;
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result.data[4*1+3] = (-ih + 2.f * (ay - iy)) / ah + 1.f;
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}
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// Called from VertexShaderManager
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void Renderer::UpdateViewport()
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void Renderer::UpdateViewport(Matrix44& vpCorrection)
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{
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// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
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// [0] = width/2
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@ -700,98 +722,51 @@ void Renderer::UpdateViewport()
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// [3] = xorig + width/2 + 342
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// [4] = yorig + height/2 + 342
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// [5] = 16777215 * farz
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const int old_fulltarget_w = Renderer::GetFullTargetWidth();
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const int old_fulltarget_h = Renderer::GetFullTargetHeight();
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int scissorXOff = bpmem.scissorOffset.x << 1;
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int scissorYOff = bpmem.scissorOffset.y << 1;
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int scissorXOff = bpmem.scissorOffset.x * 2;
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int scissorYOff = bpmem.scissorOffset.y * 2;
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// TODO: ceil, floor or just cast to int?
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int X = EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff)) + TargetStrideX();
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int Y = EFBToScaledY((int)ceil(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff)) + TargetStrideY();
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int Width = EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd));
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int Height = EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht));
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if (Width < 0)
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int intendedX = EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff));
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int intendedY = EFBToScaledY((int)ceil(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff));
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int intendedWd = EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd));
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int intendedHt = EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht));
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if (intendedWd < 0)
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{
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X += Width;
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Width *= -1;
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intendedX += intendedWd;
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intendedWd = -intendedWd;
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}
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if (Height < 0)
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if (intendedHt < 0)
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{
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Y += Height;
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Height *= -1;
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intendedY += intendedHt;
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intendedHt = -intendedHt;
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}
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bool sizeChanged = false;
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// In D3D, the viewport rectangle must fit within the render target.
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int X = intendedX;
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if (X < 0)
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{
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s_Fulltarget_width -= 2 * X;
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X = 0;
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sizeChanged=true;
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}
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int Y = intendedY;
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if (Y < 0)
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{
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s_Fulltarget_height -= 2 * Y;
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Y = 0;
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sizeChanged = true;
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}
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if (!IS_AMD)
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{
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if(X + Width > Renderer::GetFullTargetWidth())
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{
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s_Fulltarget_width += (X + Width - Renderer::GetFullTargetWidth()) * 2;
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sizeChanged = true;
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}
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if(Y + Height > Renderer::GetFullTargetHeight())
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{
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s_Fulltarget_height += (Y + Height - Renderer::GetFullTargetHeight()) * 2;
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sizeChanged = true;
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}
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}
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int Wd = intendedWd;
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if (X + Wd > GetTargetWidth())
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Wd = GetTargetWidth() - X;
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int Ht = intendedHt;
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if (Y + Ht > GetTargetHeight())
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Ht = GetTargetHeight() - Y;
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// TODO: If the size hasn't changed for X frames, we should probably shrink the EFB texture for performance reasons
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if (sizeChanged)
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{
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const int ideal_width = s_Fulltarget_width;
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const int ideal_height = s_Fulltarget_height;
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// Make sure that the requested size is actually supported by the GFX driver
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D3D::FixTextureSize(s_Fulltarget_width, s_Fulltarget_height);
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// If the new EFB size is big enough for the requested viewport, we just recreate the internal buffer.
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// Otherwise we use a hack to make the viewport fit into the smaller buffer by rendering at a lower resolution.
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if (s_Fulltarget_width < ideal_width || s_Fulltarget_height < ideal_height)
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{
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// HACK: Skip EFB recreation and viewport setting. Most likely causes glitches in this case, but prevents crashes at least
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ERROR_LOG(VIDEO, "Tried to set a viewport which is too wide to emulate with Direct3D9. Requested EFB size is %dx%d, keeping the %dx%d EFB now\n", ideal_width, ideal_height, old_fulltarget_w, old_fulltarget_h);
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// Modify the viewport to fit to the old EFB size (effectively makes us render at a lower resolution)
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X = X * old_fulltarget_w / ideal_width;
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Y = Y * old_fulltarget_h / ideal_height;
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Width = Width * old_fulltarget_w / ideal_width;
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Height = Height * old_fulltarget_h / ideal_height;
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s_Fulltarget_width = old_fulltarget_w;
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s_Fulltarget_height = old_fulltarget_h;
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}
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else
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{
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D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
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D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
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delete g_framebuffer_manager;
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g_framebuffer_manager = new FramebufferManager;
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D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
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D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
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D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
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}
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}
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// If GX viewport is off the render target, we must clamp our viewport
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// within the bounds. Use the correction matrix to compensate.
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ViewportCorrectionMatrix(vpCorrection,
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intendedX, intendedY, intendedWd, intendedHt,
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X, Y, Wd, Ht);
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D3DVIEWPORT9 vp;
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vp.X = X;
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vp.Y = Y;
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vp.Width = Width;
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vp.Height = Height;
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vp.Width = Wd;
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vp.Height = Ht;
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// Some games set invalids values for z min and z max so fix them to the max an min alowed and let the shaders do this work
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vp.MinZ = 0.0f; // (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f;
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@ -830,14 +805,14 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
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vp.MinZ = 0.0;
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vp.MaxZ = 1.0;
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D3D::dev->SetViewport(&vp);
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D3D::drawClearQuad(GetFullTargetWidth(), GetFullTargetHeight(), color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
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D3D::drawClearQuad(GetTargetWidth(), GetTargetHeight(), color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
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RestoreAPIState();
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}
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void Renderer::ReinterpretPixelData(unsigned int convtype)
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{
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RECT source;
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SetRect(&source, 0, 0, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight());
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SetRect(&source, 0, 0, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight());
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LPDIRECT3DPIXELSHADER9 pixel_shader;
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if (convtype == 0) pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6();
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@ -854,13 +829,16 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
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D3DVIEWPORT9 vp;
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vp.X = 0;
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vp.Y = 0;
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vp.Width = g_renderer->GetFullTargetWidth();
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vp.Height = g_renderer->GetFullTargetHeight();
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vp.Width = g_renderer->GetTargetWidth();
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vp.Height = g_renderer->GetTargetHeight();
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vp.MinZ = 0.0;
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vp.MaxZ = 1.0;
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D3D::dev->SetViewport(&vp);
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D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
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D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture(), &source, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight(), g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(0));
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D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture(), &source,
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g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
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g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
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pixel_shader, VertexShaderCache::GetSimpleVertexShader(0));
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FramebufferManager::SwapReinterpretTexture();
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D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
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g_renderer->RestoreAPIState();
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@ -974,7 +952,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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vp.MinZ = 0.0f;
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vp.MaxZ = 1.0f;
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D3D::dev->SetViewport(&vp);
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D3D::drawClearQuad(GetFullTargetWidth(), GetFullTargetHeight(), 0, 1.0, PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
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D3D::drawClearQuad(GetTargetWidth(), GetTargetHeight(), 0, 1.0, PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
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}
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else
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{
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@ -1063,7 +1041,11 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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{
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TargetRectangle targetRc = ConvertEFBRectangle(rc);
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LPDIRECT3DTEXTURE9 read_texture = FramebufferManager::GetEFBColorTexture();
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D3D::drawShadedTexQuad(read_texture,targetRc.AsRECT(),Renderer::GetFullTargetWidth(),Renderer::GetFullTargetHeight(),Width,Height,PixelShaderCache::GetColorCopyProgram(g_ActiveConfig.iMultisampleMode),VertexShaderCache::GetSimpleVertexShader(g_ActiveConfig.iMultisampleMode),Gamma);
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D3D::drawShadedTexQuad(read_texture,targetRc.AsRECT(),
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Renderer::GetTargetWidth(),Renderer::GetTargetHeight(),
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Width,Height,
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PixelShaderCache::GetColorCopyProgram(g_ActiveConfig.iMultisampleMode),
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VertexShaderCache::GetSimpleVertexShader(g_ActiveConfig.iMultisampleMode),Gamma);
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}
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D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
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@ -1267,7 +1249,6 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
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D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
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UpdateViewport();
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VertexShaderManager::SetViewportChanged();
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Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB));
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@ -1311,7 +1292,7 @@ void Renderer::RestoreAPIState()
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// Gets us back into a more game-like state.
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D3D::SetRenderState(D3DRS_FILLMODE, g_ActiveConfig.bWireFrame ? D3DFILL_WIREFRAME : D3DFILL_SOLID);
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D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
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UpdateViewport();
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VertexShaderManager::SetViewportChanged();
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SetScissorRect();
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if (bpmem.zmode.testenable) {
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D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
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